C# Class BEPUphysics.Entities.Entity

Superclass of movable rigid bodies. Contains information for both dynamic and kinematic simulation.
Inheritance: IBroadPhaseEntryOwner, IDeferredEventCreatorOwner, ISimulationIslandMemberOwner, ICCDPositionUpdateable, IForceUpdateable, ISpaceObject, IMaterialOwner, ICollisionRulesOwner
Mostrar archivo Open project: Indiefreaks/igf Class Usage Examples

Protected Properties

Property Type Description
collisionInformation BEPUphysics.BroadPhaseEntries.MobileCollidables.EntityCollidable
locker BEPUutilities.SpinLock

Private Properties

Property Type Description
ICCDPositionUpdateable void
ICCDPositionUpdateable void
IForceUpdateable void
IPositionUpdateable void
ISpaceObject void
InitializeId void
OnMaterialChanged void

Public Methods

Method Description
ApplyAngularImpulse ( Vector3 &impulse ) : void

Applies an angular velocity change to the entity using the given impulse. This method does not wake up the object or perform any other nonessential operation; it is meant to be used for performance-sensitive constraint solving. Consider equivalently adding to the AngularMomentum property for convenience instead.

ApplyImpulse ( Vector3 location, Vector3 impulse ) : void

Applies an impulse to the entity.

ApplyLinearImpulse ( Vector3 &impulse ) : void

Applies a linear velocity change to the entity using the given impulse. This method does not wake up the object or perform any other nonessential operation; it is meant to be used for performance-sensitive constraint solving. Consider equivalently adding to the LinearMomentum property for convenience instead.

BecomeDynamic ( float mass ) : void

Forces the entity to become dynamic. Dynamic entities respond to collisions and have finite mass and inertia.

BecomeDynamic ( float mass, Matrix3x3 localInertiaTensor ) : void

Forces the entity to become dynamic. Dynamic entities respond to collisions and have finite mass and inertia.

BecomeKinematic ( ) : void

Forces the entity to become kinematic. Kinematic entities have infinite mass and inertia.

Entity ( EntityCollidable collisionInformation ) : System

Constructs a new kinematic entity.

Entity ( EntityCollidable collisionInformation, float mass ) : System

Constructs a new dynamic entity.

Entity ( EntityCollidable collisionInformation, float mass, Matrix3x3 inertiaTensor ) : System

Constructs a new dynamic entity.

Entity ( EntityCollidable collisionInformation, float mass, Matrix3x3 inertiaTensor, float volume ) : System

Constructs a new dynamic entity.

Entity ( EntityShape shape ) : System

Constructs a new kinematic entity.

Entity ( EntityShape shape, float mass ) : System

Constructs a new dynamic entity.

Entity ( EntityShape shape, float mass, Matrix3x3 inertiaTensor ) : System

Constructs a new dynamic entity.

Entity ( EntityShape shape, float mass, Matrix3x3 inertiaTensor, float volume ) : System

Constructs a new dynamic entity.

GetHashCode ( ) : int
ModifyAngularDamping ( float damping ) : void

Temporarily adjusts the angular damping by an amount. After the value is used, the damping returns to the base value.

ModifyLinearDamping ( float damping ) : void

Temporarily adjusts the linear damping by an amount. After the value is used, the damping returns to the base value.

ToString ( ) : string

Protected Methods

Method Description
Entity ( ) : System
Initialize ( EntityCollidable collisionInformation ) : void
Initialize ( EntityCollidable collisionInformation, float mass ) : void
Initialize ( EntityCollidable collisionInformation, float mass, Matrix3x3 inertiaTensor ) : void
Initialize ( EntityCollidable collisionInformation, float mass, Matrix3x3 inertiaTensor, float volume ) : void
OnAdditionToSpace ( ISpace newSpace ) : void
OnRemovalFromSpace ( ISpace oldSpace ) : void
OnShapeChanged ( BEPUphysics.CollisionShapes.CollisionShape shape ) : void

Private Methods

Method Description
ICCDPositionUpdateable ( ) : void
ICCDPositionUpdateable ( float dt ) : void
IForceUpdateable ( float dt ) : void
IPositionUpdateable ( float dt ) : void
ISpaceObject ( ISpace newSpace ) : void
InitializeId ( ) : void
OnMaterialChanged ( BEPUphysics.Materials.Material newMaterial ) : void

Method Details

ApplyAngularImpulse() public method

Applies an angular velocity change to the entity using the given impulse. This method does not wake up the object or perform any other nonessential operation; it is meant to be used for performance-sensitive constraint solving. Consider equivalently adding to the AngularMomentum property for convenience instead.
public ApplyAngularImpulse ( Vector3 &impulse ) : void
impulse Vector3 Impulse to apply.
return void

ApplyImpulse() public method

Applies an impulse to the entity.
public ApplyImpulse ( Vector3 location, Vector3 impulse ) : void
location Vector3 Location to apply the impulse.
impulse Vector3 Impulse to apply.
return void

ApplyLinearImpulse() public method

Applies a linear velocity change to the entity using the given impulse. This method does not wake up the object or perform any other nonessential operation; it is meant to be used for performance-sensitive constraint solving. Consider equivalently adding to the LinearMomentum property for convenience instead.
public ApplyLinearImpulse ( Vector3 &impulse ) : void
impulse Vector3 Impulse to apply.
return void

BecomeDynamic() public method

Forces the entity to become dynamic. Dynamic entities respond to collisions and have finite mass and inertia.
public BecomeDynamic ( float mass ) : void
mass float Mass to use for the entity.
return void

BecomeDynamic() public method

Forces the entity to become dynamic. Dynamic entities respond to collisions and have finite mass and inertia.
public BecomeDynamic ( float mass, Matrix3x3 localInertiaTensor ) : void
mass float Mass to use for the entity.
localInertiaTensor BEPUutilities.Matrix3x3 Inertia tensor to use for the entity.
return void

BecomeKinematic() public method

Forces the entity to become kinematic. Kinematic entities have infinite mass and inertia.
public BecomeKinematic ( ) : void
return void

Entity() protected method

protected Entity ( ) : System
return System

Entity() public method

Constructs a new kinematic entity.
public Entity ( EntityCollidable collisionInformation ) : System
collisionInformation BEPUphysics.BroadPhaseEntries.MobileCollidables.EntityCollidable Collidable to use with the entity.
return System

Entity() public method

Constructs a new dynamic entity.
public Entity ( EntityCollidable collisionInformation, float mass ) : System
collisionInformation BEPUphysics.BroadPhaseEntries.MobileCollidables.EntityCollidable Collidable to use with the entity.
mass float Mass of the entity.
return System

Entity() public method

Constructs a new dynamic entity.
public Entity ( EntityCollidable collisionInformation, float mass, Matrix3x3 inertiaTensor ) : System
collisionInformation BEPUphysics.BroadPhaseEntries.MobileCollidables.EntityCollidable Collidable to use with the entity.
mass float Mass of the entity.
inertiaTensor BEPUutilities.Matrix3x3 Inertia tensor of the entity.
return System

Entity() public method

Constructs a new dynamic entity.
public Entity ( EntityCollidable collisionInformation, float mass, Matrix3x3 inertiaTensor, float volume ) : System
collisionInformation BEPUphysics.BroadPhaseEntries.MobileCollidables.EntityCollidable Collidable to use with the entity.
mass float Mass of the entity.
inertiaTensor BEPUutilities.Matrix3x3 Inertia tensor of the entity.
volume float Volume of the entity.
return System

Entity() public method

Constructs a new kinematic entity.
public Entity ( EntityShape shape ) : System
shape BEPUphysics.CollisionShapes.EntityShape Shape to use with the entity.
return System

Entity() public method

Constructs a new dynamic entity.
public Entity ( EntityShape shape, float mass ) : System
shape BEPUphysics.CollisionShapes.EntityShape Shape to use with the entity.
mass float Mass of the entity.
return System

Entity() public method

Constructs a new dynamic entity.
public Entity ( EntityShape shape, float mass, Matrix3x3 inertiaTensor ) : System
shape BEPUphysics.CollisionShapes.EntityShape Shape to use with the entity.
mass float Mass of the entity.
inertiaTensor BEPUutilities.Matrix3x3 Inertia tensor of the entity.
return System

Entity() public method

Constructs a new dynamic entity.
public Entity ( EntityShape shape, float mass, Matrix3x3 inertiaTensor, float volume ) : System
shape BEPUphysics.CollisionShapes.EntityShape Shape to use with the entity.
mass float Mass of the entity.
inertiaTensor BEPUutilities.Matrix3x3 Inertia tensor of the entity.
volume float Volume of the entity.
return System

GetHashCode() public method

public GetHashCode ( ) : int
return int

Initialize() protected method

protected Initialize ( EntityCollidable collisionInformation ) : void
collisionInformation BEPUphysics.BroadPhaseEntries.MobileCollidables.EntityCollidable
return void

Initialize() protected method

protected Initialize ( EntityCollidable collisionInformation, float mass ) : void
collisionInformation BEPUphysics.BroadPhaseEntries.MobileCollidables.EntityCollidable
mass float
return void

Initialize() protected method

protected Initialize ( EntityCollidable collisionInformation, float mass, Matrix3x3 inertiaTensor ) : void
collisionInformation BEPUphysics.BroadPhaseEntries.MobileCollidables.EntityCollidable
mass float
inertiaTensor BEPUutilities.Matrix3x3
return void

Initialize() protected method

protected Initialize ( EntityCollidable collisionInformation, float mass, Matrix3x3 inertiaTensor, float volume ) : void
collisionInformation BEPUphysics.BroadPhaseEntries.MobileCollidables.EntityCollidable
mass float
inertiaTensor BEPUutilities.Matrix3x3
volume float
return void

ModifyAngularDamping() public method

Temporarily adjusts the angular damping by an amount. After the value is used, the damping returns to the base value.
public ModifyAngularDamping ( float damping ) : void
damping float Damping to add.
return void

ModifyLinearDamping() public method

Temporarily adjusts the linear damping by an amount. After the value is used, the damping returns to the base value.
public ModifyLinearDamping ( float damping ) : void
damping float Damping to add.
return void

OnAdditionToSpace() protected method

protected OnAdditionToSpace ( ISpace newSpace ) : void
newSpace ISpace
return void

OnRemovalFromSpace() protected method

protected OnRemovalFromSpace ( ISpace oldSpace ) : void
oldSpace ISpace
return void

OnShapeChanged() protected method

protected OnShapeChanged ( BEPUphysics.CollisionShapes.CollisionShape shape ) : void
shape BEPUphysics.CollisionShapes.CollisionShape
return void

ToString() public method

public ToString ( ) : string
return string

Property Details

collisionInformation protected_oe property

protected EntityCollidable,BEPUphysics.BroadPhaseEntries.MobileCollidables collisionInformation
return BEPUphysics.BroadPhaseEntries.MobileCollidables.EntityCollidable

locker protected_oe property

Gets the synchronization object used by systems that need exclusive access to the entity's properties.
protected SpinLock,BEPUutilities locker
return BEPUutilities.SpinLock